new void Awake()
{
base.Awake();
// Create mesh, independently to everything else
mesh = new Mesh();
mesh.hideFlags = HideFlags.DontSave;
GetComponent<MeshFilter>().mesh = mesh;
// This will not be set when instantiating in code
// In that case, Build will need to be called
if (Collection)
{
// reset spriteId if outside bounds
// this is when the sprite collection data is corrupt
if (_spriteId < 0 || _spriteId >= Collection.Count)
_spriteId = 0;
Build();
if (boxCollider == null)
boxCollider = GetComponent<BoxCollider>();
}
}